summaryrefslogtreecommitdiffhomepage
path: root/examples
diff options
context:
space:
mode:
authorraysan5 <[email protected]>2021-07-31 18:36:06 +0200
committerraysan5 <[email protected]>2021-07-31 18:36:06 +0200
commit73c8ddc8bf60dda51bffd5803a5a22f40737d2f4 (patch)
treec79d5c749ccb509e2ff7c3c9989333ace6e26851 /examples
parentb805754aa17c87d413dd13bdac864a1aba5ee4f4 (diff)
downloadraylib-73c8ddc8bf60dda51bffd5803a5a22f40737d2f4.tar.gz
raylib-73c8ddc8bf60dda51bffd5803a5a22f40737d2f4.zip
REVIEWED: raylib_opengl_interop
Diffstat (limited to 'examples')
-rw-r--r--examples/others/raylib_opengl_interop.c (renamed from examples/others/opengl_interop.c)74
-rw-r--r--examples/others/raylib_opengl_interop.png (renamed from examples/others/opengl_interop.png)bin268859 -> 268859 bytes
2 files changed, 44 insertions, 30 deletions
diff --git a/examples/others/opengl_interop.c b/examples/others/raylib_opengl_interop.c
index 5d435f2a..2ecc637d 100644
--- a/examples/others/opengl_interop.c
+++ b/examples/others/raylib_opengl_interop.c
@@ -2,7 +2,7 @@
*
* raylib [shaders] example - OpenGL point particle system
*
-* This example has been created using raylib 2ad3eb1 (www.raylib.com)
+* This example has been created using raylib 3.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Stephan Soller (@arkanis - http://arkanis.de/)
@@ -24,8 +24,9 @@
********************************************************************************************/
#include "raylib.h"
-#include "rlgl.h"
-#include "glad.h"
+#include "rlgl.h" // Required for: rlDrawRenderBatchActive(), rlGetMatrixModelview(), rlGetMatrixProjection()
+#include "glad.h" // Required for: OpenGL functionality
+#include "raymath.h" // Required for: MatrixMultiply(), MatrixToFloat()
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
@@ -33,6 +34,15 @@
#define GLSL_VERSION 100
#endif
+#define MAX_PARTICLES 1000
+
+// Particle type
+typedef struct Particle {
+ float x;
+ float y;
+ float period;
+} Particle;
+
int main()
{
// Initialization
@@ -42,32 +52,34 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib - point particles");
- Shader shader = LoadShader(
- TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION));
+ Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION),
+ TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION));
+
int currentTimeLoc = GetShaderLocation(shader, "currentTime");
int colorLoc = GetShaderLocation(shader, "color");
// Initialize the vertex buffer for the particles and assign each particle random values
- struct { float x, y, period; } particles[10000];
- const size_t particleCount = sizeof(particles) / sizeof(particles[0]);
- for (size_t i = 0; i < particleCount; i++)
+ Particle particles[MAX_PARTICLES] = { 0 };
+
+ for (int i = 0; i < MAX_PARTICLES; i++)
{
- particles[i].x = GetRandomValue(20, screenWidth - 20);
- particles[i].y = GetRandomValue(50, screenHeight - 20);
- // Give each particle a slightly different period. But don't spread it to much. This way the particles line up
- // every so often and you get a glimps of what is going on.
- particles[i].period = GetRandomValue(10, 30) / 10.0f;
+ particles[i].x = (float)GetRandomValue(20, screenWidth - 20);
+ particles[i].y = (float)GetRandomValue(50, screenHeight - 20);
+
+ // Give each particle a slightly different period. But don't spread it to much.
+ // This way the particles line up every so often and you get a glimps of what is going on.
+ particles[i].period = (float)GetRandomValue(10, 30)/10.0f;
}
- // Create a plain OpenGL vertex buffer with the data and an vertex array object that feeds the data from the buffer
- // into the vertexPosition shader attribute.
- GLuint vao = 0, vbo = 0;
+ // Create a plain OpenGL vertex buffer with the data and an vertex array object
+ // that feeds the data from the buffer into the vertexPosition shader attribute.
+ GLuint vao = 0;
+ GLuint vbo = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(particles), particles, GL_STATIC_DRAW);
+ glBufferData(GL_ARRAY_BUFFER, MAX_PARTICLES*sizeof(Particle), particles, GL_STATIC_DRAW);
// Note: LoadShader() automatically fetches the attribute index of "vertexPosition" and saves it in shader.locs[SHADER_LOC_VERTEX_POSITION]
glVertexAttribPointer(shader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
@@ -89,32 +101,33 @@ int main()
ClearBackground(WHITE);
DrawRectangle(10, 10, 210, 30, MAROON);
- DrawText(TextFormat("%zu particles in one vertex buffer", particleCount), 20, 20, 10, RAYWHITE);
+ DrawText(TextFormat("%zu particles in one vertex buffer", MAX_PARTICLES), 20, 20, 10, RAYWHITE);
+
+ rlDrawRenderBatchActive(); // Draw iternal buffers data (previous draw calls)
// Switch to plain OpenGL
//------------------------------------------------------------------------------
- // rlglDraw() in raylib 3.5
- rlDrawRenderBatchActive();
glUseProgram(shader.id);
+
glUniform1f(currentTimeLoc, GetTime());
Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 });
- glUniform4fv(colorLoc, 1, (float*)&color);
+ glUniform4fv(colorLoc, 1, (float *)&color);
- // The the current model view projection matrix so the particle system is displayed and transformed
- // (e.g. by cameras) just like everything else.
- // GetMatrixModelview() and GetMatrixProjection() in raylib 3.5
+ // Get the current modelview and projection matrix so the particle system is displayed and transformed
Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
+
glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection));
glBindVertexArray(vao);
- glDrawArrays(GL_POINTS, 0, particleCount);
+ glDrawArrays(GL_POINTS, 0, MAX_PARTICLES);
glBindVertexArray(0);
+
glUseProgram(0);
-
- // And back to raylib again
//------------------------------------------------------------------------------
+
DrawFPS(screenWidth - 100, 10);
+
EndDrawing();
//----------------------------------------------------------------------------------
}
@@ -124,8 +137,9 @@ int main()
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
- UnloadShader(shader);
- CloseWindow(); // Close window and OpenGL context
+ UnloadShader(shader); // Unload shader
+
+ CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
diff --git a/examples/others/opengl_interop.png b/examples/others/raylib_opengl_interop.png
index 74d7acae..74d7acae 100644
--- a/examples/others/opengl_interop.png
+++ b/examples/others/raylib_opengl_interop.png
Binary files differ